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Bevy 3d Materials Agent Skill

Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.

2.1k tokens
context cost
SKILL.md, read when the skill is used
2
files
plus reference files
0
copies elsewhere
how many repositories repackaged it
854
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-3d-materials

What comes with it

531 bytes besides the instruction
references/ecs-ownership.md

The instruction itself

16 sections, as written by the author

Bevy 3D materials

When to use

Load this when a mesh needs a PBR surface. Custom shader extension points are on bevy-shaders. Lighting is on bevy-3d-lighting.

ECS shape

  • Type: StandardMaterial (feature blurbs and DistanceFog).
  • Extension: ExtendedMaterial on the pbr page.
  • Features that mention StandardMaterial textures: pbr_anisotropy_texture, pbr_multi_layer_material_textures, pbr_specular_textures, pbr_transmission_textures. Check the struct page for field names before writing them.
  • Plugin: bevy_pbr adds PBR rendering. It is part of the 3d render collection.

Surface choice

| Need | Bevy idiom |

| --- | --- |

| PBR surface | StandardMaterial on MeshMaterial3d, with base_color, metallic, and perceptual_roughness. |

| Extra shader data on that surface | ExtendedMaterial<StandardMaterial, E> where E: MaterialExtension. |

| Transparency | alpha_mode: AlphaMode::Mask for cutout, AlphaMode::Blend for glass. |

Examples

[dependencies]
bevy = "0.20"

Spawn a mesh with a metal StandardMaterial. The mesh component is Mesh3d. The material component is MeshMaterial3d<StandardMaterial>.

fn spawn_metal(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    let mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0));
    let material = materials.add(StandardMaterial {
        base_color: Color::srgb(0.75, 0.15, 0.12),
        metallic: 1.0,
        perceptual_roughness: 0.25,
        reflectance: 0.5,
        ..default()
    });
    commands.spawn((Mesh3d(mesh), MeshMaterial3d(material), Transform::default()));
}

Cutout foliage discards fragments under the mask. Glass uses alpha blending and a translucent base color.

fn cutout_leaf(image: Handle<Image>) -> StandardMaterial {
    StandardMaterial {
        base_color_texture: Some(image),
        alpha_mode: AlphaMode::Mask(0.5),
        diffuse_transmission: 0.4,
        cull_mode: None,
        ..default()
    }
}

fn glass() -> StandardMaterial {
    StandardMaterial {
        base_color: Color::srgba(0.7, 0.85, 1.0, 0.25),
        alpha_mode: AlphaMode::Blend,
        metallic: 0.0,
        perceptual_roughness: 0.05,
        ..default()
    }
}

One shared asset stays the source of truth. A runtime tint clones the handle's material into a new asset so other meshes keep the original.

fn tint_one_mesh(
    mut materials: ResMut<Assets<StandardMaterial>>,
    mesh: Query<&MeshMaterial3d<StandardMaterial>>,
) {
    let Ok(handle) = mesh.single() else {
        return;
    };
    let Some(source) = materials.get(handle.id()) else {
        return;
    };
    let mut tinted = source.clone();
    tinted.base_color = Color::srgb(0.2, 0.45, 0.9);
    let _unique = materials.add(tinted);
}

ExtendedMaterial keeps every StandardMaterial field and adds extension data. Register the concrete material type before spawning it.

use bevy::pbr::{ExtendedMaterial, MaterialExtension};
use bevy::render::render_resource::AsBindGroup;

#[derive(Asset, AsBindGroup, TypePath, Clone, Default)]
struct Wear {
    #[uniform(100)]
    amount: f32,
}

impl MaterialExtension for Wear {}

fn register_wear(app: &mut App) {
    app.add_plugins(MaterialPlugin::<ExtendedMaterial<StandardMaterial, Wear>>::default());
}

fn spawn_worn(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, Wear>>>,
) {
    let mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0));
    let material = materials.add(ExtendedMaterial {
        base: StandardMaterial {
            base_color: Color::srgb(0.4, 0.35, 0.3),
            perceptual_roughness: 0.8,
            ..default()
        },
        extension: Wear { amount: 0.6 },
    });
    commands.spawn((Mesh3d(mesh), MeshMaterial3d(material)));
}

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

| Piece | Owner | Who may mutate | Schedule |

| --- | --- | --- | --- |

| Data on one entity | Component | One system via Query | Update or FixedMain |

| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |

| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |

| Order that must not race | .chain() | The chained systems only | Same schedule |

| Plugin boundary | Plugin | build registers systems and resources | Before the app runs |

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

| If you need | Do this | Do not |

| --- | --- | --- |

| Per-entity data | Component + Query | A plain struct stored outside the world |

| App-wide config or clock | Resource | Copy the value onto every entity |

| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |

| Startup spawn | Commands in Startup | Spawn from a render system |

| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |

| An API outside the documented set | Check the official docs first | A made-up crate or API |

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.
  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.
  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
  • No material fields this skill did not name. WHY: unnamed fields change between Bevy releases and the compiler is the check.
  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0. Permalinks stay unversioned.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • 3D examples - Mesh, material, and lighting samples.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
Prerequisites
Complements
  • None yet.
Downstream / consumers
  • None yet.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-3d-materials from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.